Zero-K v1.1.7.0 - Air Update

The main aim of this update is to fix planes (although this can't be done all at once). Bombers are a bit slower and the area attack bombers have been nerfed. Shadow is lighter all around and must now dive to attack if it wishes to have any chance to hit mobile units. Diving has the tradeoff of exposing the bomber to ground weaponry. Fighter battles should be more controllable with reduced fighter damage and the addition of an ability for Avenger.

Two new units have been added. Trident should even up the battlefield between planes and gunships while Funnelweb is a Jugglenaut replacement with more abilities.

Lastly shield penetration of Flamethrowers and Gauss has been removed. This is to normalise the power of shields and aid in their balance.

New Units

Trident - We finally have an AA gunship. This slow gunship missile spewing gunship should allow the gunship factory to stand up to planes.

Funnelweb - A replacement of the Jugglenaut with less cost and more abilities. In addition to the Jugglenaut abilities this unit has a fixed Gauss Gun, a shield with a large battery and spawns attack drones.

Air Balance

Shadow

Cost 450 -> 300

CruiseAlt 200 -> 220

Health 1200 -> 800

Speed 8.8 -> 7.6

Damage 1200 -> 800

Messed with projectile, now it is very easy to avoid if shot from high up.

Reduced dive height.

By default Shadow will dive attack against mobile ground units.

The intention is to reduce some 1000 range HP hardcounters, increase possibility of attrition and add some interaction with mobile units. Accurate ground units (eg riots or raiders) can act as a deterrent for Shadow strikes on mobiles.

Phoenix

Cost 320 -> 400

Health 660 -> 700

Speed 10 -> 8

Burn time reduced by 33%

Stiletto:

Cost 600 -> 700

Speed 10 -> 9

Vamp:

Speed 9.5 -> 7,8

Damage reduced by 19%

Avenger:

Health 350 -> 400

Missile Damage 220 -> 150

Added 5x speed boost special ability

Gnat:

Damage 400 -> 600

Health 300 -> 350

AA Nerfs

We aim to reduce the hardcounter relationships between air and AA so here are some preemptive nerfs to AA which was particularly good against bombers.

Copperhead:

DPS reduced 5%

Hacksaw:

Cost 300 -> 380

Shield Penetration

Flamethrowers and Gauss Guns no longer penetrate shields. These hardcounters were just a crutch holding back shield balance which works for all factories.

Takeover Mode

Ivica in in the process of adding a gamemode in which players can capture additional units via point control. It is currently in development but is still playable in this stable. Full details are here: http://zero-k.info/Forum/Thread/5167

Interface

Added more visibility settings for commands. These are found in Settings/Interface/Command Visibility.

Fixes

Zero-K v1.1.6.0

After a three-month delay, huge cost overruns and the resignation of the Czech president, a new Zero-K stable is finally out! This one makes long-awaited balance changes to some particularly notorious units, and swats a good number of the most annoying bugs. Enjoy!

(The engine update will have to wait a little longer, we're still getting some bugs worked out)

Units

Outlaw:

Damage 50 -> 20

Glaive:

HP 190 -> 200

Bandit (through many engine changes) ended up with DPS which was 20% too high. This has been fixed.

Annihilator:

Cost: 1800 -> 2200

Range 1250 -> 1200

Aimpoint to make it less able to hide behind terraform walls

Sumo:

Now has disruptor beams each does 250 damage and 500 slow damage every 2 seconds (was 60 damage every 0.5 seconds)

Wolverine:

HP 380 -> 450

Pillager:

HP 700 -> 840

Raw turnrate 329 -> 400

Dirtbag:

Changed mound shape such that bots cannot pass them. This alleviates the factory based hardcounter and forces Shieldbots to use Dirtbag more intelligently, mindless spam could hurt yourself. Impassible area is about the size of a Windmill.

Cost 20 -> 35

Multiple Dirtbags no longer spread out when jumping on a single point

Units bounce off mounds, it is now much harder to trap units by jumping on them. Quake (Seismic Missile) causes units to bounce around in the effected area as well.

Antinuke:

Coverage 2000 -> 2500

Crane:

Inherits land/fly state from factory

Fixes

Fixed Leviathan tacnuke failing to fire

Allied units obstructing a factory will automatically get out of the way

Fixed a number of bugs with unit wreckages

Fixed lag monitor returning units captured by the enemy if the original owner lags

Zero-K v1.1.4.0 with Spring 94.1

After fighting through a swarm of bugs we are ready to release a version of Zero-K compatible with Spring 94.1. We've been hard (and slow) at work fixing compatibility issues and working around new engine bugs. There are many important fixes in this engine version so hopefully it has been worthwhile.

Non-ZKL users will need to update their engine but with the appearance of Weblobby and static builds for Linux this should be easy.

Engine

Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.

Plane related bugs have been fixed. There should no longer be an occasional plane which misses the airpad and has to be reclaimed. Bombers can be given orders after an attack ground order without messing up their queue.

Area of effect damage is now based on distance to hitsphere instead of distance to the center of a unit. This makes a lot more sense and fixes issues involving large units not take damage unless hit directly.

Apparently the whole game should run significantly faster.

Other Changes

Bertha, Tremor, Pillager, Disco Rave Party, Behemoth, Warlord and Catapult no longer avoid terrain when aiming. This is either because they are good at knocking down walls or because they are too inaccurate and high trajectory for terrain to matter.

Gauss weapons deal predictable damage based on the footprint of the unit they are targeting. Scrubber damage has been increased from 90 to 110 to counteract this.

Chicken Swarmers can form writhing masses which packed densely enough. Watch out, they can flow over small barriers.

Zero-K v1.1.3.6

Major changes for this version are the ability to use priority for stockpile and morph, a Stiletto nerf and changes to the way keybinds are handled. There are also a lot of code changes a fixes.

The keybinds change has reset all keybinds. Players which modified keybinds through the ingame menu will need to rebind them. Players using uikeys.txt have a few options for keybind migration. More information is here https://code.google.com/p/zero-k/wiki/KeybindFile.

Engine

For now we are sticking with the old engine (91.0) because the update has many bugs which we cannot fix. Most of the bugs which we can fix have been fixed.

Most of the remaining bugs are graphical bugs or crash bugs which occur for some people and not others. We cannot test for these bugs. To prevent future releases like this we just need some players to occasionally try the BLEEDING EDGE host to make sure it still works. Players who experienced bugs in 93.2 should do this frequently for now such that we can actually get an engine release that works.

Morph & Stockpiling Priority

Now you can set priority to morph and weapon stockpiling just like regular construction priority.

Chicken

Missions

Misc.

Advanced (COFC) camera handles more smoothly and reliably; resets state with just Ctrl+Alt+middleclick (previously Shift was needed as well)

Widget settings are backed up at each run

Zero-K v1.1.1.2

Lots of improvements were made over the month. UI optimizations, bugfixes, a few new features. But not all the changes are good, for there's something strange in the neighborhood...

New Halloween Ghost Possession gamemode (beta)

A galaxy is in danger, a new supernatural foe, ghosts possessing robots are stirring up trouble for it's rulers. In this gamemode, you are required not only to conquer the galaxy, but make sure not to fall to ghost possession and become a sword that kills your own allies!

The rules are simple, damage (lower health to 1/3) or emp (any amount) to unpossess any unit or structure. There are 5 difficulty levels. Just pick up one and play with or against your friends with this supernatural foe that picks neither side!

General

AFK players transfer metal along with units.

New set of loading screens.

Commanders

Peashooter benefits from modules.

Fixed Bombard Commander build power.

Units

Tick:

Cost 100 -> 120

Sumo - Weapon replaced:

Scorpion style weapon.

120 dps each

320 range

Moderator

Damage 178 -> 220

Health 550 -> 680

Outlaw:

Pulse 8% slower

Reload time 0.9 -> 0.95

Jumping units retain velocity and trajectory on morph

Merl renamed to Impaler

GUI

There has been a framework update which should dramatically increase performance. As a side effect some things look a bit different.

Fixed a major performance leak.

Set target command uses a circle instead of a rectangle by default.

Added Newton defense range ring.

Added persistent buildspacing widget. Buildspacing is now saved on a per-unit basis.

Reverted A and F hotkey swap.

Fixes

SetTarget commands are now lost within 10-15 seconds from mobile units which out of LOS/radar.

Fixed tactical AI failing to jink on approach when set to hold position.

Other

Zero-K v1.0.10.2

After much debate, the Impulse Capacitor Restriction Act was passed in Parliament this morning over the vehement protests of the Non-Newtonian Physics Association.

Other important changes include several optimizations to the code and a large number of bugfixes.

General

Several bits of construction-monitoring code have been removed to speed the game up. As a side effect, boost starting resources have been removed from the game.

Fixes for gunship "impulse capacitors"

Muting players should work properly now

Fixed Serpent omnidirectional torpedoes

Fixed an exploit that allowed players to steal resources from allies by sharing a negative amount to them

Factories "push" enemy units out of their build areas more precisely

Fixed a crash when attempting to create a ZK mission in Mission Editor

GUI

Fixed a widget crash when Local Colors was disabled

Fixed advanced camera go-to-point behavior

Rejoin progress bar no longer steals clicks; is dockable

Terraform indicates expected total cost (usually an underestimate) in tooltip after construction starts (previously it only displayed before any work had been done on the terraform block)

Aircraft "land at" state icons have had their colors reversed; now "land at 30%" is red and "land at 80%" is green

Added "/cba clear" command to the Central Build AI widget to clear all build queues at once

Zero-K v1.0.9.11

GUI

Added Knorke's replay control widget.

Graphics

Implement CaptainBenz's Detriment model.

Fixes

Disable lagmonitor sharing of unit being built by factory.

Fixed extra second comm never spawning if you don't choose your comm type before game start.

Fixed coop mode bug, where a player could spawn comm two times if he didn't choose his comm before default comm spawned.

Stopped AIs that don't pick a comm type (such as NullAI) from using the same comm as the player and spawning after a delay (now they spawn immediately and with default comm).

Zero-K v1.0.9.7

Climbing higher.

Balance

Hammer

Range 820 -> 840

Phoenix, reverted fire burn time nerf. AoE nerf stands.

Max on fire time 10s -> 15s

Clam

Can no longer resurrect

Health 800 -> 1300

Athena

Can now resurrect

Health 200 -> 400

Speed 9.17 -> 7

Cloak cost (3, 10) -> (2, 5) (moving, static)

Jumpjet units without visible thrusters can no longer jump while flying through the air. This includes Sumo, Skuttle, Dirtbag and Archangel. Pyro, Can, Freaker and Recon Commander can still jump from mid air.

Resurrect cost: 1.5x -> 1.25x energy and time

Graphics

Reduced unit on fire effect particle count and removed smoke.

Terraform textures the map with a metal texture. This looks good, makes terraform more visible and indicates which units can walk on it.

Commanders

Due to technical issues, commanders are limited to four profiles, which can morph up to level 4. We hope to bring back the others soon!

Commanders start at level 0 with no modules. They can morph to level 1 for no cost beyond that of the modules.

Zero-K v1.0.7.8

Some stuff you asked for (and some you didn't but was a good idea anyway). Enjoy!

Game

If there are two teams left and one has over 100x the assets of the other, the smaller team's units are permanently revealed (and any units outside the map bounds are killed outright).

Overdrive scheme can be changed in modoptions. The options are:

Investment Return (default): Energy sources give all OD income to their owner until they have paid for themselves, after which it gradually declines to the normal sharing rate. Lifetime ROI (not counting normal share) is 150%.

Delta-based: awards bonus metal based on change in contribution to the change in OD energy input, relative to three minutes ago.

100% share

50% share (previous)

Interface

Improved chat console

Optimizations for several widgets (particularly the Deluxe Player List)

Misc.

v1.0.4.20

Metals spots has been tweaked slightly for automatic compatibility with more maps. In some cases a map was too broken for this so an override has been added.

Anti-gunship AA has been nerfed slightly in the continued attempt to make gunships more useful. Jethro is now a cloaky AA unit and hopefully some sort of Veh AA can fill Jethro's old role.

The main UI changes are grid hotkeys for factory units and Outlaw has a button to constantly fire as well as an improved effect.

Metal Spots

UI:

Size of minimap circle now independent of map size.

By using larger metal icons the income visualisation can handle income up to 1000.

There are now configs for:

Azure Rampart

Charlie in the Hills v2.1

EE-RiverGlade-v02

Lava And Two Hills

Porky_Islands

TheBeachBeta

Fixes:

May have fixed desync in finder algorithm.

Fixed metal mult modoption.

Slightly reduced spot merge detection range.

Mexes with less than 0.2 income are discarded.

Balance

Jethro (cloaky AA):

Now cloaks (0.1 static, 0.5 moving)

Cost 100 -> 150

DPS increased 50%

Range 760 -> 700

Speed 3.5 -> 2.9

Archangel (Jump AA):

EMG dps is back to what it was before the XP change. This is a reduction of 30% from last version.

Cobra and Copperhead (flak cannons):

DPS reduced 10% (to try and make Gunships better).

Quake (seismic missile):

Cost 500 -> 400

UI

Factory build options now have grid layout hotkeys. These work a bit differently to structure grid hotkeys.

Unit creation only requires one key press.

The hotkeys are always active when Units tab and a factory is selected.

Modifiers Shift (5x) and Alt (insert at start of queue) modifiers work with these hotkeys.

These may conflict with how some current people like to use the UI so there is an is an option "Settings/Interface/Integral Menu/Disable Units Hotkeys" to turn it off.

Set Target and Cancel Target are now bindable through the menu Game/Commands tab.

Outlaw can be toggled on/off to constantly fire. Improved weapon gfx to be cleaner and more accurately depict the AoE speed.

Fixes

Fixed some wreck names.

'Anti-Armor' units are now called 'Anti-Heavy'

Gauss now shoots through wreckages (it was suppose to and has done so in the past).

v1.0.4.17

Today we throw off the shackles of broken metalmap layouts and confusing extractor incomes. No more will otherwise good maps be unplayable and no one can miss the clearly displayed power of super mexes. Mex placement now has a UI, is limited to specific spots and is entirely configurable game side on a per-map basis.

As far as balance goes Gunship roles have been extremified and Tremor has received quite a buff.

Mex Placement

Mex placement is now limited to specific locations on the map.

Interface:

Mex placement snaps to mex spots.

Spot line width and I-Beam count indicates income.

Spot colour indicates whether the spot is under allied control.

Mechanic Changes:

Mex constructor no longer receives 5% extra base income.

Metalmap view cannot be used to increase scout view range.

Mexes now start as soon as they are built (previously there was a 3s delay to gather resource data).

Compatibility:

Cloud metal maps with large extractor radius are not supported. Examples are Bazillion Battlefield and Castles.

Those with small extractor radius still work. For example Duck and Speedmetal.

Game-side configs can be added to completely replace a metalmap. This can be used to fix the few liked cloud metalmaps and to fix maps that look good but have broken metalmaps.

Widgets:

Area Mex, Mex Snap and Prospector have been removed and partially merged into a single widget.

If you disable this widget you're stuffed.

Ready behaviour change

Start location can now be chosen at any time and there is no ready button. The game with start 4s after every player has chosen a start location.

Balance

Tremor:

AOE increased 11%

DPS increased 23%

Impacts smooths terrain.

Weapononised terrain smoothing is reduced for mid air explosions (as in when projectiles impact a shield high above the ground).

Seismic missile can shoot underwater.

Brawler. It should emphasise range and not being hit by most land units.

Speed 4.7 -> 4

Uses more of it's range while strafing.

Blackdawn. Should be hit and run with ground interaction.

Speed 4.65 -> 4.5

Health 2900 -> 3400

Cruise Altitude 210 -> 150 (to compare Banshee is at 100)

Range 450 -> 300

Rapier. If it is going to defend other gunships it needs to be able to keep up with them and deal reasonable damage.

Speed 3.8 -> 4

Health 1300 -> 1100

Damage 150 -> 200 (1 shot better vs Vamp)

Range 300 -> 340

Banshee. This just needs to be a bit better.

DPS increased 5%

Range increased by 20

Gnat. Needs to be less extreme "completely win or die".

Health 90 -> 120 (This is over the Defender boundary, am I mad????)

Range increased by 20

Strider Hub:

Costs 550 -> 600m (for consistency)

Bantha:

Added laser overcharge special weapon.

GUI

Structures in the build menu are ordered by cost.

Geo hightlight activates when build geo is selected. Geos are now drawn on the minimap with a big X.

Gameplay:

all "teams" hosts now balance clan-mates together. Join same planetwars clan to play with your friend there.

Balance:

Tremor has extra 100 range

Fixes:

default LOS/radar display has nicer colors

units no longer fire at targets they cannot see

v1.0.4.1 - v1.0.4.5

Quickmatch Improved and Enabled

The quick matching system 'Juggler' has had improvements and has been re-enabled. Juggler preferences can now be set with Zero-K lobby and defaults to Never. Preferences are used to automatically search/create organise games with people that also want to play that kind of game.

QuickMatch is activated by button in Zero-K lobby multiplayer tab or by joining autohosts with Stars.

People who cannot use Zero-K lobby can set their preferences on their home page - "Game preferences".

There are now 3 levels of TEAMS host, small medium and large. These hosts will automatically start a game if the number of players is within their desired range. Automatic starting can be postponed with the command '!postpone'. Games which are too small can still be manually started and if a game is too large it will be split into two games with players sorted by elo. The game sizes are:

Small 2v2 - 4v4

Medium 4v4 - 8v8

Large 5v5+

Please pay attention to this and configure your preferences based on your likes.

QuickMatch creates games from waiting people according to their preferences to satisfy greatest number of people.

1) It tries to make game of similar ELO skill. For 1v1 max ELO difference is 250 points.

2) It can only move you from your current game to new game if you like the new game type more than current game type, or same as current game type and moving you will allow other game to start, whilenot breaking current game.

3) Games where you are moved are always withing recommended player level for that game type (it will never move you to empty room alone etc).

Zero-K lobby/springies now also allow private hosting of unpassworded games.

Balance

Factories:

Cost 550 -> 700

Build Speed 5 -> 10

With the previous BP change it became a bit hard to spend at game start. This factory change is experimental so feedback would be helpful.

Penetrator, Annihilator and Sharpshooter do not fire at radar dots by default. They completely refuse to fire at a radar dot unless their 'fire at radar' state toggle is enabled.

Krow:

Slows to 75% speed while dropping bombs.

Jugglenaut gets an anti unit special weapon. It can pickup all ground units around it and throw them at anything nearby.

Golliath:

Cost 1900 -> 2200

Sumo:

Cost 2200 -> 1900

Jump range 300 -> 360

Gun damage up 20%

Stomp damage up 25%

Stomp AOE 300 -> 340 (diameter)

Dominatrix can capture Dominatrix. This can form trees of control that completely flip when the head is killed.

Archer:

3xish damage

faster projectile.

Grizzly:

Range 550 -> 600

Clam:

25% faster resurrect speed. This is more of a fix because resurrect should drain 7.5 energy whereas due to an oversight it drained 6.

Commander torpedo DPS increased 50%.

Submerging a units in water puts out fires.

Overdrive Distribution

More overdrive metal is given to team members who contribute their energy. 50% of the overdrive distribution is weighted by how much energy a player contributes. The other 50% is distributed evenly between all players.

Base metal extraction sharing is unchanged, this is still evenly distributed.

Physics

In unit-unit collision both units take damage. As an aside they also take the same amount of damage (unless of course one is armoured).

Licho no longer collides with aircraft. This is to prevent mid-air catastrophes. Other aircraft are already set to not collide.

Units skid around a bit more and don't take so much damage from sliding along the ground. Technically put speed for fall damage only uses 50% of the tangential component of velocity to the ground. The speed reduction vector is also mostly in the direction of the normal.

Pathing

Units should now stop to turn if given a movement order behind them. Slow turning units can now turn on the spot instead of wandering into turret range.

Lag Monitor

Units that the taker creates are not given to the afk player when they return. Exceptions are factories to give the afk player back their factory plop.

Afk players do not receive metal income. It is split between their teammates.

Removed sexism.

Graphics

New explosion effects for Merl and Pillager.

LOS + Radar view has been recoloured. Most importantly areas with LOS and no radar are not dark blue.

Sound

There are now game Victory and Defeat triggered music tracks.

Changed Buoy and Halberd weapon sound effect.

Fixes

Fixed tooltips for BP 5/6 change.

Fixed game over bug that would cause both teams to win if the last unit that died was a Puppy.

Puppy should get stuck underground less.

Puppy now takes 5s to self-d.

Initial States should now correctly set states when units are received from other teams.

Added buildpic for Bantha

Reordered a few build menu items to obey cost ordering.

Fixed Freaker description.

Pillager can now shoot in all directions because it would not turn itself to shoot.

v1.0.4.0

Somehow quite a few changes made it into this version. The new flow field style pathing has been enabled for almost all units (even enemy units) to see if it is an improvement. An across the board 1/6th build power reduction is now being tested. Gravity gun behaviour should be a lot more consistent. In more mundane balance Bandit has had a small nerf and Djinn is significantly cheaper.

Balance

Bandit:

DPS reduced by 5%.

Removed autoheal.

Djinn:

Cost 1800 -> 800

Speed 1.2 -> 1.4

As an experimental change all build powers were reduced by 1/6th. Repair, reclaim, resurrect and construction effectively takes 20% longer.

Gravity gun and Water Cannon power increased by an unknown factor.

Gravity Guns

Replaced the purely engine dependant implementation of gravity beams with a gadget.

Impulse is a lot more predictable and balancable.

Planes, Ships and Gunships are now significantly affected by gravity guns.

Known impulse capacitors have been. But do not despair that unit launching is now impossible, the partial rewrite has dramatically increased the predictability and power of 'legitimate' unit cannons.

Unit collision damage has been partially reinstated for units with high speed. The high speed cutoff is required to prevent collision damage during normal movement. A fast unit is damaged as if it hit the ground with that speed, the collidee is not damaged.

Pathing

Most push resistance was removed as an experiment to see if pathfinding will improve.

Enemy units can be shunted and flowed past in the same manner as allied units.

Crabe is the only push resistant unit. As it cannot be shunted around.

Disabled push resistance works fairly well in this version. In previous versions, packing units into a tight area was arming the mouse traps in a demonstration of fission. A little bump would cause a unit to wander 100s of elmos off it's position which would really screw up things like cloaker and mine placement.

With this engine version, instead of moving around units merely float about when pushed. This means a well placed shield or cloaker will not be affected too much. Cloaked units such as Flea, Roach and Tick will stay cloaked while pushed. Pillager and Slasher seem to be able to fire.

Removed some Stealth/Cloak ambiguity

The obscure ability of Spy and Skuttle to stealth while uncloaked has been removed. This was inconsistent with other cloaked units and completely undocumented.

Fixes

Tweaked some cloakybot tracks to better fit their feet base.

Fixed Urchin gun position when placed in very shallow water.

Removed occasional console output about pylons.

Puppy no longer gathers wreckage while stunned or under construction.

Transport impulse capacitor.

Nanoframe impulse capacitor.

Bantha missile now has a reasonable size. The triple missile pack is probably going to be fireable with a manual weapon of some sort.

Fixed some unit tip misspellings.

v1.0.3.9

Thanks CaptianBenz for the great new Bantha model. Apart from the model there are a reasonable number of small fixes. Lastly Spring 88.0 has been released, there are few new fixes in this one since the dev version. Now that there is an official release it should be easier for Linux users to find pre-complied packages.

Engine

Spring 88.0 has been released. There are few changes since the development version (87.0.1-68-g6cefe1d) that was previously used. ZKL users will update automatically and because this release is official there should be packages around for Linux users.

Pathfinding seems to have improved in this release and units are more prone to clump together.

The workaround for area commands is now completely removed.

Balance

Archer:

15% more damage

15% more impulse

Bantha:

Missile range increased 800 -> 950 (This is to make it equal to laser, just a usability thing).

UI

Gesture menu has a few more options that can be toggled through settings or with UIkeys.

Added a toggle to disable right-click to open.

Added a bindable UIkey that opens the menu that does not interact with the mouse.

Fixed very rare pylon bug (I could only cause it by creating all units and destroying them in the same frame).

Might have fixed Dominatrix retargeting.

Moderator sound is now louder. An engine change appears to have reduced it's volume.

v1.0.3.7

The last 3 stables mostly exist to move the Amphibious Bots towards balanced.

Engine

Spring 87.0.1-68-g6cefe1d is now in use for most of the autohosts

It looks like it will take a few days for the engine devs to release a version which fixes the issues in 87.0. Some of the bugs are very serve (such as the chicken crash) so the development build with many fixes is now is use for most autohosts. This is to make the game playable and also test the dev version for new bugs.

Users Zero-K Lobby do not have to worry because their engine will automatically update. Users of other lobbies on Windows could take this opportunity to update to ZKL. Linux users will have to compile the engine from source. There is still a host using 87.0.

The sea nanoframe workaround has been removed and the area command workaround defaults to off. It can be enabled with the enable 87 workarounds modoption.

Balance

Buoy

Range 430 -> 450

Removed weapon AOE (it does not need this vs ships, prevents NOTA)

Slow damage 400 -> 250 (sak forgot to reduce when he increased ROF)

Reduced water drag, rise is faster. It rises so fast that on an average depth map (90 deep) it pops right of the water like a cork. This causes the first shot fired by Hunter to pass right underneath it.

Convict:

HP 800 -> 650

Shield Regen 12 -> 10

Scalpel

Turn rate 500 -> 600

Duck

Speed 2.6 -> 2.7

Scalpel:

Damage 600 -> 660

HP 640 -> 680 (because 1 shoting each other is a bit too extreme)

Range 440 -> 450 (still dancing around LLT range)

Scrubber:

Cost 90 -> 85

Fixes

Some amph units had area mex command.

Disabled AA micro until it is fixed.

Fixed some Pillager, Penetrator and Tremor targeting behaviour.

Torpedo Boat and Sub both have Bouncing torpedoes so they can shoot in very shallow water.

v1.0.3.3

The latest engine release badly broke area reclaim, resurrect and repair behaviour. The main fix in v1.0.3.3 is a workaround of that bug that appears to work a lot of the time.

After fixing the last few obvious bugs jseah's static AA intelligence improvement is now enabled. Static AA now avoids overkill and is less baitable. It didn't quite make it into the main stable due to time constraints.

The last 3 versions mostly fix oversights in v1.0.3.0. Here is a summary:

Fix Penetrator damage (for a few games it did 6k damage, 2x too much).

Tweaked new Skeeter model waterline (it looked a bit too buoyant).

Fixed infinite duration damage over time fire.

Newton and Jugglenaut gravity beams can target Amphibious units.

Added factory guard toggle button for Amphibious factory.

The "whuwhuwhwhu" teleport sound is now played locally as intended. It will not be heard map wide.

Big Bertha can target gunships if you force it to and now prefers to target statics. It used to have no target preference.

Fixed small bug with jumpjet velocity prediction.

Fixed a rare and minor bug in CAI unit choice.

v1.0.3.0

This is the biggest stable release for a long time with almost a month since the last one as there were a lot of changes that could not be partially implemented. The new Amphibious factory is arguably the biggest change and took significant development time. This release is congruent with an engine release so a lot of long standing bugs are fixed. This version also includes a months worth of small fixes and balance adjustments that is normal for a stable, the delay just means there are more of them at once.

New Factory: Amphibious Bots

The underwater amphibious bot factory has finally been added. There were always vague plans to flesh out the underwater combat ever since the rudimentary implementation in CA was removed.

This factory should diversify and flesh out the underwater combat in sea as well as acting as another flex factory on mixed sea-land maps. There are a few new unit concepts in this factory so it may even be land viable (similar to hovercraft). Remember, at this point balance is not expected!

Mobile cloaker and shield are now amphibious. Static cloaker and shield float.

Increased Sumo's usable range though at long range it has very low damage.

Terraform:

18ish% cheaper.

The construction point of a terraform segment is placed on the segment boundary in the direction towards the constructors that have been told to construct it. The direction updates if the constructors move.

Re-added fall damage and it is now handled more consistently than previously.

Units are no longer elastic, they lose 70% of their velocity on a ground bounce.

Fall damage is based on velocity and mass and should be consistent.

Collisions between units cause no damage because such collisions can happen without flying through the air. This is clear to anyone who has played Hovercrafts.

Units take a proportion of their health in extra damage if they land outside the map. The damage linearly increases to 100% of their health from 0 up to 800 elmos beyond the map edge. Approximately Hammer range for reference.

All terrain units no longer give up on move orders while climbing steep cliffs.

All BeamLasers could shoot through the surface of the water. This has been fixed and we're lucky noone noticed. Stiletto is now significantly better against ships because previously any beam that did not score a direct hit would explode on the sea floor. Now they explode on the sea surface so can hit via AOE.

Fixed rare invulnerability that would occur if a jumpjet unit becomes paralysed at the end of it's flight.

Units in transport are hittable again.

Reduced occurrence of jumpjet units becoming stuck on opponents.

Units under construction within factories are much easier to select.

v0.9.9.4

Added CaptianBenz's Catapult model and updated some spider textures.

Fixed Initial States handing of Priority. All units have a Nanoframe Priority and constructors additionally have Constructor Priority.

Tactical AI:

AA, skirms all gunships.

Added enemy velocity prediction.

There are particularly noticeable improvement to poor turn rate units such as Dominatrix and Scalpel.

Reverted 25% Krow bomb reduction. That change was sneakily included in only in the previous stable.

Fixed CAI's windmill nanoframe spam.

Increased Panther's accuracy vs fast small units (Flea and Glaive).

Fixed bug where Outlaw would slow down allied repair.

Vindicator range reduction. Now it must fly over ground units to shoot them. It cannot snipe commanders with no retaliation.

Pyro. Was probably accidentally buffed with engine and prediction change.

Range 280 -> 260

DPS reduced 15%

Thug. Increased weight by ~12.5%

Cost: 160 -> 180

HP: 850 -> 960

Shield: 1100 -> 1250

Regen: 15 -> 18

Starting power 650 -> 850 (I think 2/3 starting sounds nice).

Damage 150 -> 170

Felon:

Starting power 600 -> 800 (for consistent 2/3 with Thug)

Firestorm:

Health 580 -> 660 (survives 1 Haxor)

Banisher:

Reverted Double ROF

Range 400 -> 460 instead

v0.9.8

Infrastructure:

special 1v1, ffa, team and coop autohosts - do map picking and balancing automatically when you start and end game. Tag the maps!

each map can have starting commands set - like boxes, metalmult etc

server side unified springie admins

global mute, lobby ban and site ban penalties are now working

on starred autohosts use !map to let it pick next map

Game:

on "team" game autohosts smaller team players also get extra comm (not just on PW)

v0.9.6.1

General

Added a voice command widget (Windows only)

Implemented the Strider hub. This builds all the units previously exclusive to the Athena (from which they have been removed), as well as the missile sub, battleship and carrier (no longer buildable at the shipyard).

(Re)added the Surfboard, a transport from which land units can fire

Fixed Missile Silo not working properly

Modules

Fixed aiming/firing issues with torpedo module

Chicken

Fixed excessively fast teching in chicken

Fixed chickens inappropriately going after human/CAI players on their team

Chicken/burrow count rises less dramatically with playercount in large games

Speed Queen has more health

Interface

Playerlist is much slimmer now; uses icons instead of text for ping/CPU indicators. A numerical reading is still available from the mouseover tooltip. Also fixed some bugs with player display.

Core Selector: default number of buttons reduced from 8 to 6 (can be changed in settings). Comm selection hotkey more responsive.

v0.9.6

Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.

Fixes

Fixed bombers trying to attack with no ammo

Fixed "Hadron collider" unit launching exploit. Buildings can no longer be placed in open factories.

Fixed Strike Commanders always having cloak

Jumping resets a unit's velocity again

Chicken: Fixed resetting of tech timer to its lowest possible value each time a burrow was killed

Slowing weapons now affect construction speed

Fixed Storage description

Healthbars cannot show negative health values.

Interface

Fixed Ctrl+C selection of commanders with more than one commander

Commanders can now have their initial fire and move state set through the menu. Game -> Unit AI -> Initial States -> Misc

Command menu tabs can be scrolled with [,] and [.]

Balance

Flamethrower weapons now lead their targets more reliably (as a side effect, they may look odd with LuaShaders off)

Large blocky map texture and extreme CPU drain from the start of the game are known issues that affect a few players. Try to fix these with '/advmapshading' and '/dynamicsun'. Otherwise update graphics drivers and if problems persist create a ticket.

Lobby

It is now possible to set "Data folder" where all content is stored (maps, games, engine, configs, logs) -> for people who run c: on small SSD

Fixes to default configs

General

Fixed Spidermonkey egg issues

Commanders which forgo a weapon at level 1 can keep the free peashooter at level 3

Pylon locked

Balance

On-fire effect from Firewalker, Inferno and corresponding commander weapons much shorter (so it expires quickly if you leave the burning area)

Moderator does 33% less slow damage

Slow effect capped at 50%

Merl cost reduction (800 -> 700) and damage increased (650 -> 700)

Puppy range increase (145 -> 155) and health increase (60 -> 80)

New unit, Felon. A heavy shieldbot walker which uses shield charge to power it's fun.

700 cost

Slow speed

Shielded

Accurate LLT range

It uses shield charge to fire, use with Thugs and reduce it's damage output by shooting it.

Discharge from full shield does 1600 damage in 2.4 seconds

DPS is 27 when drained and reliant on regen.

Modules:

Hellfire Grenade burns a much larger area; reloads more slowly and costs more

v0.8.13.4

Assault Cannon and Missile Launcher do more damage and have more range.

Gauss Rifle reloads faster.

Slasher unpacks 20% faster.

Slow Beam and High Power Servos a bit cheaper.

Visuals

A VR grid is drawn around the map.

Player list should work properly now.

"Night" effect: Start at dawn instead of midnight (configurable).

v0.8.13.3

Chat fix. It is now always open by default and autohides if 'minimised'.

Module costs:

Hevy masheengun 100 -> 125

Rawket lawnchair 150 -> 125

Aerea sheelde 400 -> 450

Re-enabled target on the move.

v0.8.13.2

Overdrive fix. It now should work entirely this time which is a first.

v0.8.13.1

Decoupled reserve metal from storage structures, reserve is now controllable with a slider bar on the resource bar. Energy is also reserved at the metal reserve level, does not affect non-constructor energy drain.

Overdrive behaviour improvement (may fix a bug that occurs at high energy).

Balance

Increased aim speed dramatically (4.5x) because it could aim much slower than turn. This was annoying to use and unrequired.

Made bullets fire properly on fixedwing (engine brokenness)

Copperhead:

Fires properly on fixedwing (engine brokenness)

Shadow:

HP: 1250 -> 1200

Speed: 10 -> 8.8

Snake (light sub)

HP:1100 -> 1250 (2 shots from prec bomber and sniper sub)

Serpent (sniper sub)

Damage 1200->1100

HP:2600 -> 2300 (So that its HP can be cut while still 3-shooting other sniper subs).

Torpedo Frigate

HP: 1750->1800

v0.8.12.0

storages now reserve the metal stored. To use it you need to set construction to high priority. Morphing or weapon reload (nuke) automatically taps from reserve.

clan icons and avatars are visible in lobby and ingame. New playerlist shows rank icons and clan icons too (only works 100% for people who use Zero-K lobby).

ingame GUI streamlined - playerlist, console with chat history and epic menu can be all displayed/hidden by pressing escape. Console appears when you start typing text. Important ally and enemy chat messages appear in bubbles.

text to speach is silent for spectators

v0.8.11.0

Design:

Made some tweaks that should hopefully improve vehicle movement

Commanders of disconnected people spawn at 30s instead of 2 minutes

Bad target category improvements for Dominatrix and Reaper

Fixed shipyard footprint etc. issues

Chicken: changed some tooltips; added a new supporter chicken; made queen health scale with arrival time; added tech time floor

Removed reload bonus with xp.

Double commander recipient in planetwars now also has double storage. This is to prevent excess at the start of the game.

Added target setting on the move functionality. It can be completely controlled with hotkeys but by default it will keep a unit's target when an explicit attack command is cancelled by a move command.

Simplified armour system:

Razor's Kiss damage reduction 0.2 -> 0.25

Pitbull damage reduction 0.15 -> 0.25

Pitbull health 2250 -> 3000 to compensate

All armoured units now have 0.25 damage reduction. Crabe is the exception with 0.33.

corruption reduces planet income (mines and tax). Corruption depend on ratio between first and second clan influence

Introduced decay:

if there is a corruption on the planet,each clan loses 10 influence every turn

Changed fleet behavior:

fleet capacity - it does not represent max total ships anymore, but ships you can deploy at one planet. This fixes issue with jumpgates etc

bombing also reduces influence by 3% and 10% if there are no more structures

tweaks:

clan domination malus decreased and capped at -70

max clan size 8, no matter the player skill

game can be started again even if composition score is not good

mines nerfed

GUI:

Added widget; Replace Cloak Con Orders (disabled by default). It turns repair and reclaim orders into move orders if given to a cloaked constructor. This is to prevent unfortunate accidental decloak when navigating a wreck field with Rectors or cloaked Commanders.

Added terraform tooltip that shows hotkeys for each type of command when using that command.

Tactical AI no longer activates when a unit is set to hold position and an attack command is given by the player (now it required fight to activate).

Light transports can no longer carry commanders around. They can also not carry heavy things such as Sumo and Goliath. If you ever wonder whether something can be carried use this simple equlation 6.5*(cost*0.5 + hp*0.125)^0.6 > 365.

Added ingame structure spawns for planetwars. Structures built on planets now appear ingame for dirty mercenaries to pillage haphazardly.

TLDR

Fixed Speed changes not stacking, will make many Adv HP actually slow people down

Heatray and Sunburst damage nerfs.

Changed EMP system. Paralysis percentage/time will not change when the unit is damaged. Paralysis threashold required to stun a unit is still based on current health.

Infiltrator EMP damage 15000 -> 8000 (as system changed)

Fixed Sumo and Gnat scripts.

Added a widget that allows players to individually configure the starting state of their mobile units through the menu.

Added Team Commends mode as a test, defaults to OFF. When enabled if at any time an ally team has no commander the entire ally team will explode.

Added new award: Share Bear. Share at least 5000 metal worth of units to a teammate and you're eligible to win. However, receiving units from teammates subtracts from your current score.

Full

Many special behaviour rules removed for the commander:

No longer Fireproof (as in it could not be set on fire)

No longer 90% EMP resistent

Removed extreme heavyness (about 2x the value it should have had) will increase with levels, mass = ((cost/2 + health/10)^0.55)x9

Health is now unhidden from opponents.

Activatable weapon abilities (comm specials, dante) can now take units as targets instead of the ground below. This should make firing more reliable as when a unit is the target the shot will be aimed higher so will not be blocked by as many things. Also aircraft can now be aimed at.

Gauss rifle weapon now shoots much faster and has more damage to compensate. As gauss deals damage to units as it passes through units this makes Gauss better against small things as they would only collide with the projectile once. This is similar to the fix for the Hovercraft Raider.

Some module costs also changed but these are updated without a version release so hard to keep track of.

Level 3 and 4 Commanders are more explosive.

Recon Commander Changes:

Loses Damage Bonus (was 5%, 10%, 15%)

Removed base speed increase with levels. Replaced with percentage speed increase; 7.5%, 15%, 30%. These numbers yield very similar speeds to the old base speed increase, the difference is only apparent when speed affecting modules are used on the Commander.

Changes to EMP system.

EMP percentage or time no longer changes when Health changes. As in no more repairing for faster regen or and taking damage does not increase paralysis time.

A unit is still easier to EMP when on low Health, EMP damage that needs to be dealt to a unit to stun it is still equal to it's current health.

So in effect dealing (or healing) normal damage to a unit scales EMP health such that the EMP percentage or timer does not change.

Infiltrator EMP damage 15000 -> 8000 (as system changed)

Fixed Sumo aiming for good, now using a mathematically thought out implementation instead of a random jumble of trig.

Fixed Gnat aiming script.

Fixed Blastwing producing energy when landed (negative cloak cost).

Fixed Line Of Sight for Recluse, Rogue and Commanders. LOS for units with less than 545.5 is always >= 1.1*weapon range.

Commanders now follow this rule, LOS maximum is 600.

Other 2 units just had LOS adjusted slightly to account for the small range changes they had a few versions ago.

Added new award: Share Bear. Share at least 5000 metal worth of units to a teammate and you're eligible to win. However, receiving units from teammates subtracts from your current score.

Space-clicking on a commander will display all modules it has, as well as its paid-for cost.

Blastwing back to fire at will be default.

Changed target catergories:

Penetrator and Annihilator now shoot at Fixedwing though they prefer not to.